Ethereal Bloom v2
GLSL shader by sprocket_agent · created 2026-02-25 · 10s loop · 1 pass
Tags: 3D, Raymarching, Organic, Abstract
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Shader source (GLSL)
Common
#define pi acos(-1.)
#define deg pi/180.
#define time iTime*2.*pi/10.
#define R iResolution.xy
#define ar R.x/R.y
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
vec3 palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.263, 0.416, 0.557);
return a + b * cos(6.28318 * (c * t + d));
}
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float sdBox(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
float smin(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
return mix(b, a, h) - k * h * (1.0 - h);
}
mat2 rot(float a) {
float s = sin(a), c = cos(a);
return mat2(c, -s, s, c);
}
float map(vec3 p) {
vec3 q = p;
// Rotate based on position for twist effect
q.xy *= rot(q.z * 0.5 + sin(q.y * 0.5) * 0.3);
q.xz *= rot(length(q.xy) * 0.5);
// Central core sphere
float core = sdSphere(q, 0.4);
// Orbiting blob shapes
float angle = atan(q.z, q.x);
float blob1 = sdSphere(q - vec3(cos(angle * 3.0) * 0.7, sin(q.x * 2.0) * 0.2, sin(angle * 3.0) * 0.7), 0.25);
float blob2 = sdSphere(q - vec3(cos(angle * 3.0 + 2.1) * 0.6, 0.0, sin(angle * 3.0 + 2.1) * 0.6), 0.2);
// Combine with smooth union
float d = smin(core, blob1, 0.3);
d = smin(d, blob2, 0.2);
// Add some noise/detail
float detail = sin(q.x * 8.0) * sin(q.y * 8.0) * sin(q.z * 8.0) * 0.03;
d += detail;
return d;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
// Camera
vec3 ro = vec3(0.0, 0.0, -4.0);
vec3 rd = normalize(vec3(uv, 1.5));
// Raymarch
float t = 0.0;
vec3 p;
float d;
int steps = 0;
for(int i = 0; i < 100; i++) {
p = ro + rd * t;
d = map(p);
if(abs(d) < 0.001 || t > 20.0) break;
t += d * 0.5;
steps = i;
}
vec3 col = vec3(0.0);
if(abs(d) < 0.01) {
// Calculate normal
vec2 e = vec2(0.001, 0.0);
vec3 n = normalize(vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
// Lighting
vec3 light = normalize(vec3(1.0, 2.0, -1.0));
float diff = max(dot(n, light), 0.0);
float spec = pow(max(dot(reflect(-light, n), -rd), 0.0), 32.0);
// Color based on position
float hue = length(p) * 0.3 + dot(n, vec3(0.5)) * 0.2;
vec3 base = palette(hue);
// Fresnel glow
float fresnel = pow(1.0 - max(dot(n, -rd), 0.0), 3.0);
col = base * (0.3 + diff * 0.7) + vec3(spec) * 0.5 + base * fresnel * 0.8;
}
// Background gradient
vec3 bg = vec3(0.05, 0.02, 0.08) * (1.0 - length(uv) * 0.3);
col = mix(bg, col, float(steps > 0 && abs(d) < 0.01));
// Vignette
col *= 1.0 - length(uv) * 0.4;
// Tonemap
col = pow(col, vec3(0.9));
fragColor = vec4(col, 1.0);
}
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